package net.minecraft.client.renderer.entity;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelBoat;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.item.EntityBoat;
import net.minecraft.util.MathHelper;
import net.minecraft.util.ResourceLocation;

public class RenderBoat extends Render<EntityBoat> {
	private static final ResourceLocation boatTextures = new ResourceLocation("textures/entity/boat.png");

	/** instance of ModelBoat for rendering */
	protected ModelBase modelBoat = new ModelBoat();

	public RenderBoat(RenderManager renderManagerIn) {
		super(renderManagerIn);
		this.shadowSize = 0.5F;
	}

	/**
	 * Actually renders the given argument. This is a synthetic bridge method,
	 * always casting down its argument and then handing it off to a worker function
	 * which does the actual work. In all probabilty, the class Render is generic
	 * (Render<T extends Entity>) and this method has signature public void
	 * doRender(T entity, double d, double d1, double d2, float f, float f1). But
	 * JAD is pre 1.5 so doe
	 */
	public void doRender(EntityBoat entity, double x, double y, double z, float entityYaw, float partialTicks) {
		GlStateManager.pushMatrix();
		GlStateManager.translate((float) x, (float) y + 0.25F, (float) z);
		GlStateManager.rotate(180.0F - entityYaw, 0.0F, 1.0F, 0.0F);
		float f = (float) entity.getTimeSinceHit() - partialTicks;
		float f1 = entity.getDamageTaken() - partialTicks;

		if (f1 < 0.0F) {
			f1 = 0.0F;
		}

		if (f > 0.0F) {
			GlStateManager.rotate(MathHelper.sin(f) * f * f1 / 10.0F * (float) entity.getForwardDirection(), 1.0F, 0.0F,
					0.0F);
		}

		float f2 = 0.75F;
		GlStateManager.scale(f2, f2, f2);
		GlStateManager.scale(1.0F / f2, 1.0F / f2, 1.0F / f2);
		this.bindEntityTexture(entity);
		GlStateManager.scale(-1.0F, -1.0F, 1.0F);
		this.modelBoat.render(entity, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
		GlStateManager.popMatrix();
		super.doRender(entity, x, y, z, entityYaw, partialTicks);
	}

	/**
	 * Returns the location of an entity's texture. Doesn't seem to be called unless
	 * you call Render.bindEntityTexture.
	 */
	protected ResourceLocation getEntityTexture(EntityBoat entity) {
		return boatTextures;
	}
}
